Follow TV Tropes

Following

History VideoGame / PacLand

Go To

OR

Added: 515

Changed: 198

Is there an issue? Send a MessageReason:
None


* EndlessGame: Like the maze games, the game will keep going until the player dies. That said, there are several layouts for platforming. Averted in the [=TurboGrafx=] version, however, which has an ending that is shown after completing Trip 8.

to:

* EndlessGame: Like the maze games, the game will keep going until the player dies. That said, there are several layouts for platforming.platforming, though after Trip 8 each Trip afterwards is just Trips 5-8 again but with the ghosts moving faster and the timer running out sooner. Averted in the [=TurboGrafx=] version, however, which has an ending that is shown after completing Trip 8.



* NewGamePlus: Completing the [=TurboGrafx=] version unlocks ''Pac-Land Pro'', which is basically a harder version of the game.

to:

* NewGamePlus: Completing the [=TurboGrafx=] version unlocks ''Pac-Land Pro'', which is basically a harder version of the game.game where the ghosts are more aggressive.



* NintendoHard: Similar to ''VideoGame/SuperMarioBros1'', the early levels are a cakewalk before ramping up considerably in difficulty. The later Trips especially, as the ghost get faster and tend to ambush Pac-Man with little wiggle room, in addition to some tricky precision platforming segments that have you juggle dodging ghosts with avoiding bottomless chasms or bodies of water. After Trip 8, the game just repeats Trips 5-8 again but with the ghosts getting more aggressive and the timer running out faster.



** A helmet is obtained by pushing a random object, and protects Pac-Man from miniature ghosts. It is lost upon dying or finishing a return home.

to:

** A helmet is obtained by pushing a random object, and protects Pac-Man from miniature ghosts. It is lost upon dying or dying, finishing a return home.home, or running out of time.

Added: 582

Changed: 332

Is there an issue? Send a MessageReason:
None


* TheCameo: Ms. Pac-Man and Pac-Baby would greet Pac-Man whenever he arrives home. Chomp Chomp and Sour Puss also appear, but only in the American version. And just as in the first game, the ''VideoGame/{{Galaxian}}'' ship makes an appearance, rarely being dropped by the Ghosts (with its signature flying pattern) and can be eaten for points.

to:

* TheCameo: TheCameo:
** In-game,
Ms. Pac-Man and Pac-Baby would greet Pac-Man whenever he arrives home. Chomp Chomp and Sour Puss also appear, but only in the American version. And just as in the first game, the ''VideoGame/{{Galaxian}}'' ship makes an appearance, rarely being dropped by the Ghosts (with its signature flying pattern) and can be eaten for points.points.
** On the Japanese arcade flyer, VideoGame/{{Mappy}} can be seen chasing Goro through Pac-Town and a [[VideoGame/DigDug Pooka]] can be seen peeking out of the ground next to where Inky is digging a hole on the right-most part of the flyer.

Added: 461

Changed: 181

Is there an issue? Send a MessageReason:
None


* AdaptedOut: The Mother Fairy makes no appearance in the Famicom version. Instead, the trees display the words Fairy Land and a few fairies appear. Pac-Man's family is nowhere to be seen either.

to:

* AdaptedOut: AdaptedOut:
**
The Mother Fairy makes no appearance in the Famicom version. Instead, the trees display the words Fairy Land and a few fairies appear. Pac-Man's family is nowhere to be seen either.either.
** Zig-Zagged with the Arcade Archives version. Ms. Pac-Man is replaced by Pac-Mom, who was set to appear as a statue in the then-upcoming ''Pac-Man Museum +''. That being said, she is basically Ms. Pac-Man with another name in Bandai Namco's distancing from the original name.
Is there an issue? Send a MessageReason:
None


* ArcadePerfectPort: The UsefulNotes/TurboGrafx16 version. It not only looks and plays exactly like the original, but sports an alternative control scheme that makes Pac-Man move with the D-Pad instead of the face buttons, animated "Coffee Break" segments that play every two trips (eight rounds), and a [[AWinnerIsYou very basic ending.]]

to:

* ArcadePerfectPort: The UsefulNotes/TurboGrafx16 version. It not only looks UsefulNotes/SharpX68000 and plays exactly like the original, but sports an alternative control scheme that makes Pac-Man move with the D-Pad instead ''VideoGame/NamcoMuseum Vol. 4'' versions, which are effectively straight ports of the face buttons, animated "Coffee Break" segments that play every two trips (eight rounds), Japanese arcade version, credits and a [[AWinnerIsYou very basic ending.]]all.



* {{Bowdlerise}}: The building Pac-Man passes by at Break Time spots is a [[UsefulNotes/{{Christianity}} Christian Church]] in Japan, but the cross is taken down for the American version. Being based on the Japanese version, the ''Namco Museum Vol. 4'' CompilationRerelease of ''Pac-Land'' brings the cross back. In all releases of ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' and ''VideoGame/SuperSmashBrosUltimate'', the cross is removed again for the Pac-Land stage.

to:

* {{Bowdlerise}}: The building Pac-Man passes by at Break Time spots is a [[UsefulNotes/{{Christianity}} Christian Church]] in Japan, but the cross is taken down for the American version. Being based on the Japanese version, the ''Namco Museum ''VideoGame/NamcoMuseum Vol. 4'' CompilationRerelease of ''Pac-Land'' brings the cross back. In all releases of ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' and ''VideoGame/SuperSmashBrosUltimate'', the cross is removed again for the Pac-Land stage.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NewGamePlus: Completing the [=TurboGrafx=] version unlocks ''Pac-Land Pro'', which is basically a harder version of the game.
Is there an issue? Send a MessageReason:
None


* PerpetualFrowner: In this game, Blinky has a forlorn and gloomy face compared to the other fellow ghosts, especially Clyde, as he has more of an aggressive looking expression. Their facial expressions are more apparent in the ending for the TurboGrafx-16 version. Since this game is heavily based on the ''Hanna-Barbera'' cartoon, it makes sense why their personalities are strikingly different.

to:

* PerpetualFrowner: In this game, Blinky has a forlorn and gloomy face compared to the other fellow ghosts, especially Clyde, as he has more of an aggressive looking expression. Their facial expressions are more apparent in the ending for the TurboGrafx-16 [=TurboGrafx-16=] version. Since this game is heavily based on the ''Hanna-Barbera'' cartoon, it makes sense why their personalities are strikingly different.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* PerpetualFrowner: In this game, Blinky has a forlorn and gloomy face compared to the other fellow ghosts, especially Clyde, as he has more of an aggressive looking expression. Their facial expressions are more apparent in the ending for the TurboGrafx-16 version. Since this game is heavily based on the ''Hanna-Barbera'' cartoon, it makes sense why their personalities are strikingly different.
Is there an issue? Send a MessageReason:
None


* CraniumRide: Funnily enough, you can actually jump and simply '''stand''' right on top of the ghosts' heads without even dying somehow despite the fact that he'll lose a life if comes in direct contact with them. There's even a level in the game where there's a ''huge'' lake to traverse to, but the springboard aren't available. To do this, Pac-Man will be forced to hop on one of the ghosts that are using biplanes to unintentionally hitch him a ride. For that matter, [[ArtificialStupidity none of them seem to even bother to make the effort of getting Pac-Man off of them for no reason whatsoever.]]

to:

* CraniumRide: Funnily enough, you can actually jump and simply '''stand''' right on top of the ghosts' heads without even dying somehow despite the fact that he'll lose a life if he comes in direct contact with them. There's even a level in the game where there's a ''huge'' lake to traverse to, over, but the springboard aren't available. To do this, isn't even present. In order to fully progress, Pac-Man will be forced have to hop on one of the ghosts that are using biplanes to who will unintentionally hitch him a ride. For that matter, [[ArtificialStupidity none of them seem to even bother bothered to make the effort of getting Pac-Man off of them for no reason whatsoever.]]



* WaterGeyserVolley: Like the fire hydrants in the town stages, the geysers that are shown in the bridge levels can either give a elevating boost to Pac-Man for him to advance through higher sections of the bridges or they'll just drag him into the water below.

to:

* WaterGeyserVolley: Like the fire hydrants in the town stages, the geysers that are shown in the bridge levels can either give a an elevating boost to Pac-Man for him to advance through higher sections of the bridges or they'll just drag him into the water below.
Is there an issue? Send a MessageReason:
None


* DeathThrow: Highly inverted. Whenever Pac-Man dies after getting hit by a ghost, rather than falling off the stage, his death animation displays him slowly falling to the ground while he's clenching his eyes in an over-the-top dramatic fashion, almost as if he's in nothing but pure agony while his hat is knocked off of him.

to:

* DeathThrow: DeathThrows: Highly inverted. Whenever Pac-Man dies after getting hit by a ghost, rather than falling off the stage, his death animation displays him slowly falling to the ground while he's clenching his eyes in an over-the-top dramatic fashion, almost as if he's in nothing but pure agony while his hat is knocked off of him.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DeathThrow: Highly inverted. Whenever Pac-Man dies after getting hit by a ghost, rather than falling off the stage, his death animation displays him slowly falling to the ground while he's clenching his eyes in an over-the-top dramatic fashion, almost as if he's in nothing but pure agony while his hat is knocked off of him.

Added: 368

Changed: 52

Is there an issue? Send a MessageReason:
None


** Wingshoes are automatically obtained

to:

** Wingshoes Wing shoes are automatically obtained when they are given to Pac-Man by the Mother Fairy.
** Becoming invisible also grants Pac-Man the power of {{Intangibility}}, which basically makes him outright invulnerable to the Ghost Gang... For a short time.


Added DiffLines:

* VisibleInvisibility: One power-up will make Pac-Man become a translucent outline of himself, basically making him invisible where he can still be seen, but he's unable to be detected by the ghosts at all.
Is there an issue? Send a MessageReason:
None


* DeadHatShot: Anytime when Pac-Man plummets into a bottomless pit or sinking into a vat of quicksand his hat is the only remaining thing that's visible.

to:

* DeadHatShot: Anytime when Pac-Man plummets into a bottomless pit or sinking sinks into a vat of quicksand his hat is the only remaining thing that's visible. visible.

Added: 1151

Changed: 5

Is there an issue? Send a MessageReason:
None


* BigBoosHaunt: To break up the pacing of platforming, the mansion levels have labyrinth-like areas where Pac-Man has to locate and use keys to open doors to progress. It's also the only time where the ghosts aren't using any of the vehicles to hunt down the Pac but are instead freely lurking around and there are no Power Pellets in sight to make Pac-Man fend them any of them off. In the higher difficulty versions of this stage it's also darkened making it harder to actually see where Pac-Man is going as well. Can't have a mansion-themed level without ghosts right?

to:

* BigBoosHaunt: To break up the pacing of platforming, the mansion levels have labyrinth-like areas where Pac-Man has to locate and use keys to open doors to progress. It's also the only time where the ghosts aren't using any of the vehicles to hunt down the Pac but are instead freely lurking around and there are no Power Pellets in sight to make Pac-Man fend them any of them off. In the higher difficulty versions of this stage it's also darkened making it harder to actually see where Pac-Man is going as well. Can't have a mansion-themed level without ghosts right?


Added DiffLines:

* CraniumRide: Funnily enough, you can actually jump and simply '''stand''' right on top of the ghosts' heads without even dying somehow despite the fact that he'll lose a life if comes in direct contact with them. There's even a level in the game where there's a ''huge'' lake to traverse to, but the springboard aren't available. To do this, Pac-Man will be forced to hop on one of the ghosts that are using biplanes to unintentionally hitch him a ride. For that matter, [[ArtificialStupidity none of them seem to even bother to make the effort of getting Pac-Man off of them for no reason whatsoever.]]


Added DiffLines:

* DeathMountain: Some of the mountainous levels are possibly some of the hardest sections in the game if you're too careless especially for first-time players. There are rows of levitating logs that behave like wooden conveyer belts since standing on them will shift Pac-Man in the opposite direction, the ghosts are constantly swarming around in their biplanes and will actually ''swoop down'' onto Pac-Man unexpectedly, and of course, there are bottomless pits below to make the situation even more nerve-wrecking than it has any right to be.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CrossingTheDesert: The desert levels are mainly just stretched out sections of land where there are some cacti seen for Pac-Man to usually jump over. At times, there's even lakes in front of him, and he'll lose a life if he falls into them. Thankfully, springboards are there for him to completely jump across.
* DeadHatShot: Anytime when Pac-Man plummets into a bottomless pit or sinking into a vat of quicksand his hat is the only remaining thing that's visible.


Added DiffLines:

* QuicksandSucks: Another way for Pac-Man to die is him getting pulled in by quicksand in the desert stages. However the skulls themselves seem to activate the quicksand whenever he gets closer to them.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BigBoosHaunt: To break up the pacing of platforming, the mansion levels have labyrinth-like areas where Pac-Man has to locate and use keys to open doors to progress. It's also the only time where the ghosts aren't using any of the vehicles to hunt down the Pac but are instead freely lurking around and there are no Power Pellets in sight to make Pac-Man fend them any of them off. In the higher difficulty versions of this stage it's also darkened making it harder to actually see where Pac-Man is going as well. Can't have a mansion-themed level without ghosts right?


Added DiffLines:

* HydrantGeyser: In later rounds of the town levels, some of the fire hydrants will spew bullets of water at Pac-Man that can accidentally shove him into one of the ghosts if the player doesn't jump in time. The upside of this is standing on top of them. Doing so will make the hydrant shoot water underneath Pac-Man by elevating him high enough to reach to the rooftops of the town and can run on top of them, making it far easier to avoid the ghosts.


Added DiffLines:

* WaterGeyserVolley: Like the fire hydrants in the town stages, the geysers that are shown in the bridge levels can either give a elevating boost to Pac-Man for him to advance through higher sections of the bridges or they'll just drag him into the water below.
Is there an issue? Send a MessageReason:
None


* EarlyInstallmentWeirdness: Not necessarily for the ''VideoGame/PacMan'' series, but for {{Platform Game}}s in general. Instead of using a joystick or directional pad to move and a button to jump, ''Pac-Land'' has two separate buttons for walking right and left, as well as a jump button. Because of this, several ports of the game use the control setup of having the directional pad jump while the face buttons move left and right. It can take some time to adjust to, and later ports offer an alternative option to use more standard controls.

to:

* EarlyInstallmentWeirdness: Not necessarily for the ''VideoGame/PacMan'' series, but for {{Platform Game}}s in general. Instead of using a joystick or directional pad to move and a button to jump, ''Pac-Land'' has two separate buttons for walking right and left, as well as a jump button. Because of this, several ports of the game use the a control setup of having where the face buttons make Pac-Man move and the directional pad jump while the face buttons move left and right.makes him jump. It can take some time to adjust to, and later ports offer an alternative option to use more standard controls.
Is there an issue? Send a MessageReason:
None


* EarlyInstallmentWeirdness: Not necessarily for the ''VideoGame/PacMan'' series, but for {{Platform Game}}s in general. Instead of using a joystick or directional pad to move and a button to jump, ''Pac-Land'' has two separate buttons for walking right and left, as well as a jump button. Because of this, several ports of the game use the control setup of having the directional pad jump while the face buttons move left and right. It can take some time to adjust to, and many ports offer an alternative option to use more standard controls.

to:

* EarlyInstallmentWeirdness: Not necessarily for the ''VideoGame/PacMan'' series, but for {{Platform Game}}s in general. Instead of using a joystick or directional pad to move and a button to jump, ''Pac-Land'' has two separate buttons for walking right and left, as well as a jump button. Because of this, several ports of the game use the control setup of having the directional pad jump while the face buttons move left and right. It can take some time to adjust to, and many later ports offer an alternative option to use more standard controls.
Is there an issue? Send a MessageReason:
None


* EndlessGame: Like the maze games, the game will keep going until the player dies. That said, there are several layouts for platforming.
** Averted in the [=TurboGrafx=] version, which has an ending that is shown after completing Trip 8.

to:

* EarlyInstallmentWeirdness: Not necessarily for the ''VideoGame/PacMan'' series, but for {{Platform Game}}s in general. Instead of using a joystick or directional pad to move and a button to jump, ''Pac-Land'' has two separate buttons for walking right and left, as well as a jump button. Because of this, several ports of the game use the control setup of having the directional pad jump while the face buttons move left and right. It can take some time to adjust to, and many ports offer an alternative option to use more standard controls.
* EndlessGame: Like the maze games, the game will keep going until the player dies. That said, there are several layouts for platforming.
**
platforming. Averted in the [=TurboGrafx=] version, however, which has an ending that is shown after completing Trip 8.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ArcadePerfectPort: The UsefulNotes/TurboGrafx16 version. It not only looks and plays exactly like the original, but sports an alternative control scheme that makes Pac-Man move with the D-Pad instead of the face buttons, animated "Coffee Break" segments that play every two trips (eight rounds), and a [[AWinnerIsYou very basic ending.]]
* AWinnerIsYou: The ending to the [=TurboGrafx=] version. [[spoiler:It's the cast of the game waving to the player before the words "The End" appear.]]


Added DiffLines:

** Averted in the [=TurboGrafx=] version, which has an ending that is shown after completing Trip 8.
Is there an issue? Send a MessageReason:
Corrected spelling of "Hanna-Barbera"


It was the TropeCodifier to the 2D platformer style of game. Partially created to tie-in with the [[WesternAnimation/PacMan Hanna-Barbara cartoon]], the American version featured designs for characters based on the cartoon, with all versions also including the show's theme music. The Japanese version gave Pac-Man the appearance of previous games' Arcade cabinets, but Ms. Pac-Man and Baby Pac were given original designs to match. The designs are still used to this day. By extension, it was the first game to have Pac-Man use his character artwork in-game. Most re-releases would be based on the Japanese version.

to:

It was the TropeCodifier to the 2D platformer style of game. Partially Partly created to tie-in with the [[WesternAnimation/PacMan Hanna-Barbara Hanna-Barbera cartoon]], the American version featured designs for characters based on the cartoon, with all versions also including the show's theme music. The Japanese version gave Pac-Man the appearance of previous games' Arcade arcade cabinets, but Ms. Pac-Man and Baby Pac were given original designs to match. The designs are still used to this day. By extension, it was the first game to have Pac-Man use his character artwork in-game. Most re-releases would be based on the Japanese version.



* OneUp: {{Trope Maker}} of the collectible kind, Special Pacs appear if Pac-Man uses the hover boots above a certain location.

to:

* OneUp: {{Trope Maker}} TropeMaker of the collectible kind, Special Pacs appear if Pac-Man uses the hover boots above a certain location.



* TheCameo: Ms. Pac-Man and Pac-Baby would greet Pac-Man whenever he arrives home. Chomp Chomp and Sour Puss also appear, but only in the American version. And just like the first game, the Galaxian ship makes an appearance, rarely being dropped by the Ghosts (with it's signature flying pattern) and can be eaten for points.

to:

* TheCameo: Ms. Pac-Man and Pac-Baby would greet Pac-Man whenever he arrives home. Chomp Chomp and Sour Puss also appear, but only in the American version. And just like as in the first game, the Galaxian ''VideoGame/{{Galaxian}}'' ship makes an appearance, rarely being dropped by the Ghosts (with it's its signature flying pattern) and can be eaten for points.
Is there an issue? Send a MessageReason:
None


* TimedMission: The Break Time sign, Fairy Land, or Pac-Man's house must be reached before the timer expires (represented by several Pac-Man doing a slower dying animation from the first game). He will receive bonus points based on the time left, and if the Lucky Pac is obtained, it will automatically refill while giving the time bonus.

to:

* TimedMission: The Break Time sign, Fairy Land, or Pac-Man's house must be reached before the timer expires (represented by several Pac-Man doing a slower dying animation from the first game). After which, Sue will become a lot more aggressive. He will receive bonus points based on the time left, and if the Lucky Pac is obtained, it will automatically refill while giving the time bonus.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GuideDangIt: The Famicom version does not contain the cutscene where Pac-Man returns Buttercup and obtains the Wing Boots. First time players may not know that Pac-Man now has a multi-jump.
Is there an issue? Send a MessageReason:
None


The story was very basic, as it depicted Pac-Man helping a lost fairy return to Fairy Land, with Pac-Man's Ghostly enemies trying to get in the way. And this time, they've got an armada of vehicles.

to:

The story was very basic, as it depicted Pac-Man helping a lost fairy princess named Buttercup return to Fairy Land, with Pac-Man's Ghostly enemies trying to get in the way. And this time, they've got an armada of vehicles.



* ChuckCunninghamSyndrome: The Mother Fairy appears in this game and makes no other appearances in the series. Even her children make a cameo in Namco Museum 4's opening.

to:

* ChuckCunninghamSyndrome: The Mother Fairy appears in this game and makes no other appearances in the series. Even her children make Buttercup makes a cameo in Namco Museum 4's opening.



* ForTheEvulz: The ghosts have nothing to gain from preventing the fairy from getting to Fairy Land. They just want to beat Pac-Man.

to:

* ForTheEvulz: The ghosts have nothing to gain from preventing the fairy Buttercup from getting to Fairy Land. They just want to beat Pac-Man.



* InASingleBound: After returning the fairy to its mother, she gifts Pac-Man with magic boots that allow him to keep jumping in mid-air. Helps to get Pac-Man get back home before time runs out.

to:

* InASingleBound: After returning the fairy Buttercup to its her mother, she gifts Pac-Man with magic boots that allow him to keep jumping in mid-air. Helps to get Pac-Man get back home before time runs out.
Is there an issue? Send a MessageReason:
None


* TimedMission: The Break Time sign, Fairy Land, or Pac-Man's house must be reached before the timer at the end expires (represent by several Pac-Man doing a slower dying animation from the first game). He will receive bonus points based on the time left, and if the Lucky Pac is obtained, it will automatically refill while giving the time bonus.

to:

* TimedMission: The Break Time sign, Fairy Land, or Pac-Man's house must be reached before the timer at the end expires (represent (represented by several Pac-Man doing a slower dying animation from the first game). He will receive bonus points based on the time left, and if the Lucky Pac is obtained, it will automatically refill while giving the time bonus.
Is there an issue? Send a MessageReason:
None


* ForTheEvilz: The ghosts have nothing to gain from preventing the fairy from getting to Fairy Land. They just want to beat Pac-Man.

to:

* ForTheEvilz: ForTheEvulz: The ghosts have nothing to gain from preventing the fairy from getting to Fairy Land. They just want to beat Pac-Man.



* TriumphentReprise: The trip back includes a more triumphant version of the main level theme.

to:

* TriumphentReprise: TriumphantReprise: The trip back includes a more triumphant version of the main level theme.

Added: 578

Changed: 162

Is there an issue? Send a MessageReason:
None


[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/pacland_6.png]]
[[caption-width-right:220:Player Ready ! Trip 1]]



The story was very basic, as it depicted Pac-Man helping a lost fairy return to fairy world, with Pac-Man's Ghostly enemies trying to get in the way. And this time, they've got an armada of vehicles.

to:

The story was very basic, as it depicted Pac-Man helping a lost fairy return to fairy world, Fairy Land, with Pac-Man's Ghostly enemies trying to get in the way. And this time, they've got an armada of vehicles.



* AdaptedOut: The Mother Fairy makes no appearance in the Famicom version. Instead, the trees display the words Fairy Land and a few fairies appear. Pac-Man's family is nowhere to be seen either.
* BigGood: The Mother Fairy.



* ChuckCunninghamSyndrome:

to:

* ChuckCunninghamSyndrome: The Mother Fairy appears in this game and makes no other appearances in the series. Even her children make a cameo in Namco Museum 4's opening.



* ForTheEvilz: The ghosts have nothing to gain from preventing the fairy from getting to Fairy Land. They just want to beat Pac-Man.



** The classic Power Pellet

to:

** The classic Power PelletPellet.



* TimedMission: The Break Time sign, Fairy World, of Pac-Man's house must be reached before the timer at the end expires (represent by several Pac-Man doing a slower dying animation from the first game). He will receive bonus points based on the time left, and if the Lucky Pac is obtained, it will automatically refill while giving the time bonus.

to:

* TimedMission: The Break Time sign, Fairy World, of Land, or Pac-Man's house must be reached before the timer at the end expires (represent by several Pac-Man doing a slower dying animation from the first game). He will receive bonus points based on the time left, and if the Lucky Pac is obtained, it will automatically refill while giving the time bonus.bonus.
* TriumphentReprise: The trip back includes a more triumphant version of the main level theme.

Added: 98

Changed: 12

Is there an issue? Send a MessageReason:
None


In 1985, one of the most famous platformers, ''VideoGame/SuperMarioBros'', was released. It became one of the most important games in history, but few knew about the inspiration for it. Released in 1984, a year earlier, was a video game from the ''VideoGame/PacMan'' franchise titled ''Pac-Land''.

It was the TropeCodifier to the 2D platformer style of game. Paritally created to tie-in with the [[WesternAnimation/PacMan Hanna-Barbara cartoon]], the American version featured designs for characters based on the cartoon, with all versions also including the show's theme music. The Japanese version gave Pac-Man the appearance of previous games' Arcade cabinets, but Ms. Pac-Man and Baby Pac were given original designs to match. The designs are still used to this day. By extension, it was the first game to have Pac-Man use his character artwork in-game. Most re-releases would be based on the Japanese version.

to:

In 1985, one of the most famous platformers, ''VideoGame/SuperMarioBros'', ''VideoGame/SuperMarioBros1'', was released. It became one of the most important games in history, but few knew about the inspiration for it. Released in 1984, a year earlier, was a video game from the ''VideoGame/PacMan'' franchise titled ''Pac-Land''.

It was the TropeCodifier to the 2D platformer style of game. Paritally Partially created to tie-in with the [[WesternAnimation/PacMan Hanna-Barbara cartoon]], the American version featured designs for characters based on the cartoon, with all versions also including the show's theme music. The Japanese version gave Pac-Man the appearance of previous games' Arcade cabinets, but Ms. Pac-Man and Baby Pac were given original designs to match. The designs are still used to this day. By extension, it was the first game to have Pac-Man use his character artwork in-game. Most re-releases would be based on the Japanese version.



* PlatformGame: A TropeCodifier, and in fact the inspiration behind ''VideoGame/SuperMarioBros1''.



* SuperDrowningSkills: Failure to jump over the large bodies of water Pac-Man encounters cost a life.

to:

* SuperDrowningSkills: Failure to jump over the large bodies of water Pac-Man encounters will cost you a life.

Added: 352

Changed: 806

Is there an issue? Send a MessageReason:
None


In 1985, one of the most famous platformers, ''VideoGame/SuperMarioBros'', was released. It became one of the most important games in history, but few knew about the inspiration for it. Released in 1984, a year earlier, was a video-game titled ''Pac-Land''.

It was the TropeCodifier to the 2D platformer style of game. Paritally created to tie-in with the [[WesternAnimation/PacMan Hanna-Barbara cartoon]], the American version featured designs for characters based on the cartoon, with all versions also including the show's theme music. The Japanese version gave Pac-Man the appearance of previous games Arcade cabinets, but Ms. Pac-Man and Baby Pac were given original designs to match. The designs are still used to this day. By extension, it was the first game to have Pac-Man use his character artwork in-game. Most re-releases would be based on the Japanese version.

to:

In 1985, one of the most famous platformers, ''VideoGame/SuperMarioBros'', was released. It became one of the most important games in history, but few knew about the inspiration for it. Released in 1984, a year earlier, was a video-game video game from the ''VideoGame/PacMan'' franchise titled ''Pac-Land''.

It was the TropeCodifier to the 2D platformer style of game. Paritally created to tie-in with the [[WesternAnimation/PacMan Hanna-Barbara cartoon]], the American version featured designs for characters based on the cartoon, with all versions also including the show's theme music. The Japanese version gave Pac-Man the appearance of previous games games' Arcade cabinets, but Ms. Pac-Man and Baby Pac were given original designs to match. The designs are still used to this day. By extension, it was the first game to have Pac-Man use his character artwork in-game. Most re-releases would be based on the Japanese version.



* Bowlderization: The building Pac-Man passes is a Christian Church in Japan, but the cross is taken down for the American version.

to:

* Bowlderization: {{Bowdlerise}}: The building Pac-Man passes by at Break Time spots is a [[UsefulNotes/{{Christianity}} Christian Church Church]] in Japan, but the cross is taken down for the American version.version. Being based on the Japanese version, the ''Namco Museum Vol. 4'' CompilationRerelease of ''Pac-Land'' brings the cross back. In all releases of ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' and ''VideoGame/SuperSmashBrosUltimate'', the cross is removed again for the Pac-Land stage.



* InASingleBound: After returning the fairy to its mother, she gifts Pac-Man with magic boots that allow him to keep jumping in mid-air. It's prettymuch required.

to:

* InASingleBound: After returning the fairy to its mother, she gifts Pac-Man with magic boots that allow him to keep jumping in mid-air. It's prettymuch required.Helps to get Pac-Man get back home before time runs out.



* TimedMission: The Break Time sign, Fairy World, of Pac-Man's house must be reached before the timer at the end expires (represent by several Pac-Man doing a slower dying animation from the first game). He will receive bonus points based on the time left, and if the Lucky Pac is obtained, it will automatically refill while giving the time bonus.

to:

* SuperDrowningSkills: Failure to jump over the large bodies of water Pac-Man encounters cost a life.
* TimedMission: The Break Time sign, Fairy World, of Pac-Man's house must be reached before the timer at the end expires (represent by several Pac-Man doing a slower dying animation from the first game). He will receive bonus points based on the time left, and if the Lucky Pac is obtained, it will automatically refill while giving the time bonus.bonus.
----

Changed: 9

Removed: 125

Is there an issue? Send a MessageReason:
None


In 1985, one of the most famous platformers, ''[[VideoGame/SuperMarioBros]]'', was released. It became one of the most important games in history, but few knew about the inspiration for it. Released in 1984, a year earlier, was a video-game titled ''Pac-Land''.

to:

In 1985, one of the most famous platformers, ''[[VideoGame/SuperMarioBros]]'', ''VideoGame/SuperMarioBros'', was released. It became one of the most important games in history, but few knew about the inspiration for it. Released in 1984, a year earlier, was a video-game titled ''Pac-Land''.



* MarthDebutedInSmashBros: As all three were created by Midway, this is the Japanese debut of Ms. Pac-Man, Pac-Baby, and Sue.



* SmurfettePrincipal: The only female ghost is Sue, who chases Pac-Man from behind.

to:

* SmurfettePrincipal: TheSmurfettePrinciple: The only female ghost is Sue, who chases Pac-Man from behind.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

In 1985, one of the most famous platformers, ''[[VideoGame/SuperMarioBros]]'', was released. It became one of the most important games in history, but few knew about the inspiration for it. Released in 1984, a year earlier, was a video-game titled ''Pac-Land''.

It was the TropeCodifier to the 2D platformer style of game. Paritally created to tie-in with the [[WesternAnimation/PacMan Hanna-Barbara cartoon]], the American version featured designs for characters based on the cartoon, with all versions also including the show's theme music. The Japanese version gave Pac-Man the appearance of previous games Arcade cabinets, but Ms. Pac-Man and Baby Pac were given original designs to match. The designs are still used to this day. By extension, it was the first game to have Pac-Man use his character artwork in-game. Most re-releases would be based on the Japanese version.

The story was very basic, as it depicted Pac-Man helping a lost fairy return to fairy world, with Pac-Man's Ghostly enemies trying to get in the way. And this time, they've got an armada of vehicles.

Pac-Land, as a location, would continue to appear in later games such as ''Pac-in-Time'' and ''Pac-Man World 2''. The game also served as the inspiration for some of Pac-Man's moves and a stage in the ''VideoGame/SuperSmashBros'' series.
----
!!This game provides examples of:

*OneUp: {{Trope Maker}} of the collectible kind, Special Pacs appear if Pac-Man uses the hover boots above a certain location.
*Bowlderization: The building Pac-Man passes is a Christian Church in Japan, but the cross is taken down for the American version.
*TheCameo: Ms. Pac-Man and Pac-Baby would greet Pac-Man whenever he arrives home. Chomp Chomp and Sour Puss also appear, but only in the American version. And just like the first game, the Galaxian ship makes an appearance, rarely being dropped by the Ghosts (with it's signature flying pattern) and can be eaten for points.
*CarFu: One of many ways the ghosts will try to defeat you.
*ChuckCunninghamSyndrome:
*DeathFromAbove: Ghosts in planes will drop mini ghosts from above. They can be eaten after a Power-Pellet, but also by wearing a helmet.
*EndlessGame: Like the maze games, the game will keep going until the player dies. That said, there are several layouts for platforming.
*FlyingSaucer: The ghosts somehow got some.
*InASingleBound: After returning the fairy to its mother, she gifts Pac-Man with magic boots that allow him to keep jumping in mid-air. It's prettymuch required.
**There is also the trampoline, which is primarily used to cross lakes.
*InvincibilityPowerUp: The classic Power Pellet returns. This time, the ghosts are much easier to eat as they are far slower.
*MarthDebutedInSmashBros: As all three were created by Midway, this is the Japanese debut of Ms. Pac-Man, Pac-Baby, and Sue.
*NiceHat: Pac-Man wears a brown fedora in the American version (like the cartoon) and a red one with a feather in the Japanese version. There is also the helmet.
*OneHitPointWonder: It only takes one hit for Pac-Man to die.
*PowerUp:
**The classic Power Pellet
**A helmet is obtained by pushing a random object, and protects Pac-Man from miniature ghosts. It is lost upon dying or finishing a return home.
**Wingshoes are automatically obtained
*ScoringPoints: Obtained in all kinds of ways such as fruit, balloons, eating ghosts, signs, and the time bonus.
*ShesAManInJapan: Averted. Pinky uses a male sprite based on the cartoon in all versions.
*SmurfettePrincipal: The only female ghost is Sue, who chases Pac-Man from behind.
*SpringCoil: Perhaps the silliest "vehicle" the ghosts use against you is the incredibly bouncy pogo-stick.
*TimedMission: The Break Time sign, Fairy World, of Pac-Man's house must be reached before the timer at the end expires (represent by several Pac-Man doing a slower dying animation from the first game). He will receive bonus points based on the time left, and if the Lucky Pac is obtained, it will automatically refill while giving the time bonus.

Top